Source:Eamon Adventurer's Guild Newsletter, March 1996
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The Eamon Adventurer's Guild Newsletter, March 1996 issue. |
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March 1996 |
Author |
Eamon Adventurer's Guild; Tom Zuchowski (editor) |
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The Eamon Adventurer's Guild
March 1996
Annual Financial Report
EAG Finances for 1995:
Starting Balance: | $385.78 |
Income | |
Back Issues: | 51.00 |
Gifts: | 13.00 |
New Memberships: | 14.00 |
Renewal Memberships: | 330.25 |
Updates: | 6.00 |
Total Income: | 414.25 |
Expenses | |
Copier: | 213.95 |
Postage: | 153.52 |
Supplies: | 66.85 |
Total Expenses: | 434.32 |
Ending Balance: | $365.71 |
A loss for the year of $20.07. This is right on target; I need to lose some money so that I can convince Uncle Sam, if he should ask, that I don't need to pay taxes on the above "income" of $400.
The numbers are instructive. We had only two new memberships for all of 1995, compared to 8 in 1994. Renewals are down about 30%, but some of that results from the free issue extension in December — it will impact the 1996 numbers, also. Updates are down 94%! I have no idea what that huge number indicates, unless it's that more and more people are online and getting the updates themselves.
Apple II Emulators: There are now a surprising number of Apple II emulators for several platforms. If you own a PC, Mac, Amiga, Atari, or Unix box, there is at least one emulator for you to play with.
I have a 486, and the word on the 'net is that there are two pretty good emulators for the PC: ApplePC and AppleWin. ApplePC is a DOS program that runs well for me under Win95, and AppleWin is a Windows-based program that comes bundled with versions for Windows 3.1 and Win95. Both of them can emulate the II+ or IIe. There is no emulator for the GS at this time.
Both of them use special MSDOS files as "disks", and you can swap these "disks" during program operation just like on a real Apple II. They both support virtually every capability.
Where they fall down is that neither has adequate "disk" handling utilities, and AppleWin only supports 5.25 "disks". It is a huge pain to get files onto a "disk". You can't simply download it to your PC and import it, as you would think. There are a number of PC-based utilities that purport to do this, but none of them worked for me. The only one I found that works is an Apple program named DSK2FILE. There is another program named ADT that converts files while transferring them through a serial link.
But even with the problems, these are really cool, and there are a lot of old games available on the Internet, already converted and ready to download and play. It was amazingly almost an exact experience to once again play Choplifter — these are awesome emulations!
It's my opinion that neither is anywhere close to being good enough to replace a real Apple II, but both are just a major revision or so away from getting there. AppleWin wins hands-down on ease of use, but still has a ways to go to match every single thing that ApplePC can do.
Eamon Adventurer's Guild
Thomas Zuchowski, Editor
Membership/subscription fee for 4 issues: US-Canada: $7.00; foreign: $12.00; in U.S. funds This newsletter is published 4 times per year, in March, June, September, and December
We are always looking for new material! If you would like to publish your own letter or article in this newsletter, feel free to send one in. We make quarterly Eamon adventure giveaways to the best contributions.
If you would like to add your own Eamon adventure to the EAG list, send it on a disk to the above address. It will be assigned an Adventure number, and tested for bugs and other problems before release. An informal critique and disk with bug corrections will be returned. Once released, you will be given any Eamon Adventure of your choice in exchange, and may be awarded several Eamon Adventures if your Eamon is of superior quality.
Back issues
NEUC Adventurer's Log:
Mar'84, May'84, Aug'84, Oct'84, Jan'85, Mar'85, May'85, Aug'85, Oct'85, Jun'86, Jan'87, Oct'87
EAG back issues:
1988: Jun, Sep, Dec
1989,90,91,92,93,94: Mar, Jun, Sep, Dec
1995: Mar, Jun, Sep, Dec
Quantities of 1-5: $1.75 each
Quantities of 6 or more: $1.25 each
New Adventures
237 | Fiends of Eamon | by Frank Kunze |
The Clone Master is loose again! Reviewed in this issue. Note: ProDOS only.
Eamon Walk-Through
A Walk-Through of Eamon #150
Walled City of Darkness
Looking back over past issues, it is starting to look like pretty much everything significant has been said about designing and authoring new Eamon adventures. Therefore I am starting a new column to replace the "Dungeon Designs" column. In the future, you will randomly see this column or "Dungeon Designs", depending on what I come up with to write about.
In this column, I will walk you through every point of difficult Eamons, from first entry, through every puzzle, to final solution.
One of the most difficult Eamons that does not include a solutions program and only a few vague hints is Eamon #150: Walled City of Darkness.
First, a clarification: whenever you want to restart a saved game after you have quit playing, you must first run the program WALLED CITY OF DARKNESS from the DOS 3.3 prompt, let the game fully start up, then type RESTORE
at the YOUR COMMAND prompt. Also, before you start play, be sure to have an extra formatted disk handy for the SAVE data.
Hints
If you want to solve the adventure yourself without following a step-by-step cookbook walk-through, here are some things you should notice:
- The Nameless' reaction to your weapons
- The tailor's sign
- The mural
- The fragment
- The gardener's comments
- Ali's warning
- The statues
- The low rail
- The reliquary
- How is the beer?
- The Glass Warrior's weapon has an entire special effect of its own that describes it in meticulous detail
- What is the blacksmith doing?
- How do you banish darkness?
- When does the feel of Lumen's temple change?
You may find the Astrologer's forecasts to be very helpful, though he may push you towards a different order of events than the walk-through below does.
Walkthrough
There are many different paths you can take in adventure. The following walk-through takes you down the most efficient path that also touches every clue you must have.
Since he summoned you, the first thing you want to do is find Hokas. You know he's supposed to be near the south gate, so head straight down the avenue to his house.
OK, now you know that Hokas thinks you can save the city. Be sure to heed the parting warning that Ali gives you! On your way out, go around back and check out the chicken house.
At this time, it wouldn't hurt to explore the city and learn what shops and temples exist. Make note of what each shop carries in stock; there are many clues scattered here. Hokas said that the gods hold the tests to reach godhood, so the temples will be where the action is, but the shops will provide the means. Go cruise the shops. Here is what you should notice:
- Tailor shop: read the sign
- Glassblower: glassware to order; plate glass
- Silversmith: silver goods to order
- Astrologer: forecasts (hints) for sale
- Pub: "uncommonly good" beer for sale
- Stables: help wanted
- Blacksmith: working on a sledgehammer
- Leather shop: leather shield handles on wall
- Apothecary: (is a chemist/druggist)
- Potter: ceramic goods to order
- Pawnbroker: buys and sells goods
- Carpenter: woodwork to order
Enter the ruined temple and check it out. Note that this god has the same name as the city — this must have been the temple of the city's patron god. Try to pray. Read the fragment.
Go north into Temple Passage and examine the mural on the wall of the ruined temple. Here you will see the four artifacts you must have to reach godhood.
Go into the Temple of Bo. Pray, and enter the glowing wall. There you will find a white light and a pouch to hold it. Note that there are seven pockets in the pouch. Try to get the white light. OK, you need some way to grasp the light. Did you read the sign in the tailor's shop? You need a glove. But you have no money!
There are two ways to get money: you can work for it at the stable, or you can sell some of your weapons. Work in the stable will damage you physically, so sell a couple of your weapons for some ready cash. Remember that the intro says that you will get your weapons back at the end, and also remember how the Nameless was amused by your magic weapons. In fact, your personal weapons will prove to be worse than useless against the foes you will face here.
Go have the tailor make you a glove (BUY GLOVE), and put it on. Go back to the Temple of Bo and get the white light and pouch. You'll find that you can only hold one light at a time, so put them in the pouch as you get them.
Enter the Temple of Meteor, pray, and enter the wall. Get the yellow light. Note the rail. Read the inscription.
Enter the Temple of Sylicat, pray, and enter the wall. Get the brown light. Proceed carefully down the tunnel. Note the statues; one will show you how to approach the cockatrice safely.
You'll need a mirror, and a way to hold it that doesn't expose any part of your body. Go buy a mirror from the glassblower.
The glassblower doesn't sell mirrors, but he told you what you need to know. Buy some plate glass, then go to the apothecary and have it silvered (BUY MIRROR). Nuts, he's got no silver nitrate — go get the silversmith to make you some, then go back and get the silvering done.
Remember what happened to the statue — you'll want some straps mounted on the back of the mirror. Go to the leather shop for that.
You can now approach the beast, but how can you kill it without exposing yourself to its gaze? Do you remember what the gardener said? Go get a rooster from the chicken house.
After you've dispatched the cockatrice, drop the rooster, or he'll drive you nuts. Hmm, the niche is empty. Look under the stone serpent. An odd silver hammer! What could it be for?
Enter the Temple of Salam, pray, and enter the wall. A sea of fire! You'll have to find a way to cross before you can see what the glittering creature is all about. Get the orange light.
If you went down the stairs, then you are in need of some healing by now. Oops, the HEAL spell doesn't work. Have you checked out the Prancing Unicorn yet? The barkeep wasn't kidding when he said that the beer was uncommonly good since Hokas put a word on it...
Enter the Temple of H'oh, pray, and enter the wall. Another obstacle. Get the green light.
Enter the Temple of Gyx, pray, and enter the wall. Hmm, no light here, so let's check the place out. The guards will let you pass if you show your reverence with prayer. You'll find a reliquary (container for holy relics) on the altar. It must contain the object of worship, so open it and look.
Blue boots! Wear the boots. But the guards won't let you pass. Remember the mural? Lumen was walking through the air! Go up, and leave.
You can walk through the air now! Go back to the Temple of Salam and check things out. A Glass Warrior! If you attack him, you'll find that your weapon does more harm than good. Note his weapon, then flee and leave the temple.
How can a Glass Warrior be defeated? It has no vital parts, but it would be brittle. Perhaps it would succumb to blows from a heavy hammer. The silver hammer is far too small and light to work, but you remember that the blacksmith was making a sledgehammer! Go buy it. Return to the temple and destroy the Glass Warrior. Wear the goggles. You're halfway there now.
Enter the Temple of Fisic, pray, and enter the wall. Get the violet light. Check out the next room. It is supernaturally dark, but the goggles enable you to see. A Shadow Warrior! Flee.
Enter the Temple of Dis, pray, and enter the wall. Get the red light. Now you have all seven! Enter the red structure. Whoa. Niches! You know what goes in niches.
You can enter any wall, but if it isn't glowing you wind up back in the gigantic room. You must "enable" a wall by putting the same color light into its niche. Use full terms like RED LIGHT and RED NICHE here. (I apologize for the clunky user interface in this part. I had to minimize code size at the cost of usability. I simply did not have memory space to do a nicer job.)
The red structure is a maze! But you only get one use of each light per attempt. How to find the correct path among thousands of alternate possibilities?
Remember the inscription on Meteor's pinnacle? "When the walls confound you remember these words: 'Reverence Brings Out Virtuous Greatness Within You.' Once their beginnings are found you will prosper." The beginnings of the words are the letters RBOVGWY. This is your road map.
Traverse the maze. A Light Warrior! He has a blue wand! Another piece of godhood? Enter the wall and leave. Hey, the Temple feels different now. Oh, no, the lights are missing from the pouch! Try praying. The wall glows! The gods have accepted you as a candidate.
How can you possibly damage a creature made from light? Well, one way to break up light is with a prism. What if you had a sword made from glass? The glassblower can make one if you have a mold. The potter can make a mold, but needs a pattern. A real sword can serve as a pattern, but results in such a delicate weapon that it breaks when you try to use it. Remember the Glass Warrior's weapon? It showed what shape your glass sword must have.
Go to the carpenter and have him make you a sword (BUY SWORD). Go to the potter and buy a mold (BUY MOLD), using the wooden sword for the model. Go to the glassblower and get a glass sword made (BUY SWORD).
Return to the Temple of Lumen, and destroy the Light Warrior. Get the blue light.
The enemy of darkess is light. Return to the Temple of Fisic. Ready the blue light and destroy the Shadow Warrior. Wear the gauntlet.
You now have the trappings of a god and have assumed some godlike traits. But if you go to the Nameless' temple, you'll find that you're still not ready.
Remember the fragment? It described the forging of a "blue light" into "the weapon of a god". Go to the Temple of Lumen. Put the blue light on the anvil. Ready the silver hammer and attack the blue light twice. You are now a god!
Go to the Nameless' temple. Enter the wall, and cross the chasm. Battle the damned souls. You are yet too weak; flee and leave the temple.
Did you notice the result of the prayers that were offered in the street? Walk around, and you will be not only renewed but strengthened by the power of their prayers. After a while you will see that you are not being further strengthened. Time to do battle!
Destroy the damned souls, then go back and renew your strength. Now is a good time to do a game save before the final confrontation.
(Side note: your hardiness is now 500, and the Star Wand is a 12x12 weapon, and you will need every bit of it to defeat the Nameless.)
Defeat the Nameless and free the bound being. It's Lumen! Decide whether to return to the Main Hall, or to stay in the city forever.
There are two different endings, depending on which you choose. If you choose to stay, the game ends without a return to the Main Hall. If you choose to return to the Main Hall, you revert to your pre-godhood state.
There is quite a lot of programming to cover many possibilities. If you try to do things in a different order or in a different way, the result may differ as well. (For just one example, there is a way to enter the Nameless' domain before you reach godhood.) But this is a very forgiving Eamon; there are no unwinnable dead ends and you should have little trouble staying alive.
You might also find it interesting to consult the astrologer regularly just to see what he has to say. You'll have to sell all four of your weapons to do this, but they aren't good for anything anyway.
Adventure Reviews
#32 House of Ill Repute
by Anonymous
Reviewed by Tom Zuchowski
MAIN PGM Version: 4
Extra Commands: Yes (see below)
Deleted Commands: None
Special Features: None
Playing Time: 20 min.
Reviewer Rating: 2.0 Average Rating: 1.7/3
Description: This Eamon is very gross and probably pornographic by most people's standards. It has no redeeming value, no quest, and not much to do except "interact" with the House's prostitutes.
I don't know where it came from originally, but it's obviously been around a long time. One bit of strangeness is that it has a HELP command for chatting with a Sysop, suggesting that it was originally designed to be played on a BBS.
Comment: My traditional stance has been to sort of ignore that this Eamon and #196 exist, but I recently realized that I should let everyone know what this Eamon is all about so that they would not be rudely surprised by it. So here it is: if you are offended by gross sexual content, stay away from this Eamon!
Parents, you'll want to play this Eamon yourself before you let your children see it.
#36 The Citadel of Blood
by Evan Hodson
Reviewed by Tom Zuchowski
MAIN PGM Version: 4
Extra Commands: DRINK
, OPEN
, SAVE
Deleted Commands: None
Special Features: None
Playing Time: 1 hour
Reviewer Rating: 5.0 Average Rating: 6.0/4
Description: "You heard interesting stories and rumors of the Citadel of Blood — tales of giant creatures and armored beings that patrolled the castle, and of fabulous wealth. You were especially interested to learn of the 'Serpent Eyes' rubies, a solid platinum sundial, and the Lost Stone of Seeking — all said to be in the Citadel.
You have also heard tales of the great sword wielded long ago by the king who dwelt in the Citadel, and you wonder... You gather up your courage and decide to find out just how much of the stories you heard were true... especially the tales about wealth beyond belief!"
Comment: Here we have a basic "Kill'n'Loot" scenario with no quest and really no puzzles. You can make your own quest by seeking out the items named in the introduction. It would be classed as a Fantasy Eamon but for a gaggle of Sentry Robots that were apparently lifted from Epyx's Rescue at Rigel game.
This is a nicely done example of an early Eamon. It has a well-done gimmick that preserves the state of the dungeon if you return to the Main Hall, but this feature was largely nulled by the later addition of the usual Eamon SAVE command.
It is a bit aggravating to have to type full names, but the map and the descriptions are competently done, and the play has many special events that help keep the interest up.
Among those specials are some apparently random trap doors that complicate mapping by dumping you out of where you were exploring into pits in the dungeon, but not unfairly nor dangerously. But the added mapping complication, plus some pretty tough bad guys, gives this Eamon a (7) for difficulty.
#40 Daemon's Playground
Reviewed by Tom Zuchowski
MAIN PGM Version: 5
Extra Commands: a few that duplicate normal cmds
Deleted Commands: None
Special Features: None
Playing Time: 30 min.
Reviewer Rating: 4.0 Average Rating: 4.7/3
Description: "You are on your way home after a strenuous day at the Main Hall. You pass by a park and see some children playing in a sand pile. You step closer and see that tiny buildings are connected by roads of dried mud and sticks serve as vegetation.
"Just then a huge daemon materializes and trains a strange rod on the frightened children. You gallantly fling your body in front of the rod and a bright red light engulfs you!
"Your last sight is of the children escaping and the daemon grinning evilly!"
Comment: This is a fairly simple "hack'n'slash' foray. You just wander around, killing everyone you meet and gather up four unhidden keys needed to pass four gates to escape.
I expected to be placed in the children's play village, but the place seemed normal (by Eamon standards), with full-size monsters.
This is a quick, easy play, suitable for young Eamonauts. All of the monsters were easily beaten in two rounds of combat with my magic weapons, so if you enjoy combat, you'll want to use weapons from Marcos for the outing.
#42 Alternate Beginners Cave
by Rick Volberding
Reviewed by Tom Zuchowski
MAIN PGM Version: 5
Extra Commands: None
Deleted Commands: None
Special Features: None
Playing Time: 30 min.
Reviewer Rating: 5.0 Average Rating: 5.0/6
Description: There is no introduction text. You wander about a different Beginners Cave.
Comment: This is a very adequate adventure for beginners and young Eamonauts. It has 46 rooms, one secret passage, one hidden treasure, one container, one magic potion, and one maiden to rescue. I encountered no death traps. The monsters were pushovers with my magic sword. There were a couple of nice special effects with monsters appearing in the room. Overall, a good job, considering the target audience.
#46 Lifequest
Reviewed by Tom Zuchowski
MAIN PGM Version: 5
Extra Commands: None
Deleted Commands: None
Special Features: None
Playing Time: 30 min.
Reviewer Rating: 4.0 Average Rating: 3.0/2
Description: "The king's daughter has come down with a rare and possibly deadly fever. There is only one known cure, the leaves of a certain tree in the fabled Paradise, whose medicinal properties are legend. You will be very well rewarded if you succeed!"
Comment: Actually, you don't get any reward except your loot, but that's OK, because the promised reward was an estate and a half-million in gold. But you'll know if you succeeded.
This is a rather strange Eamon. It's a mixture of industrial-type warning signs and corridor markings mixed with Old Testament Biblical stuff like angels and such. Yep, we're talking about the real, original Paradise here. You even visit the throne room of the Almighty, although he has seemingly stepped out for a moment. The flavor is such that you almost expect to meet Saints wearing hardhats in the hallways.
I had some real mixed feelings about it. It's OK, but weird. Bob Davis didn't like it much at all. Ardent Bible students may enjoy it more.
This Eamon had a difficulty rating of (9), but I don't understand why Bob set it so high. You'll have to stay on your toes to stay alive, and you'll need your magic weapons, but otherwise it isn't so bad, so I'm downrating the difficulty to a (6).
#50 Behind the Sealed Door
By Tim Berge
Reviewed by Tom Zuchowski
MAIN PGM Version: 4
Extra Commands: ENTER
, UNLOCK
, OPEN
, PICK
Deleted Commands: None, no Save
Special Features: None
Playing Time: 1-2 hours
Reviewer Rating: 4.0 Average Rating: 4.7/3
Description: "Hearing legends about a huge city, filled with strange, powerful weapons and priceless treasures, you make your way to a little used path going east."
You make your way to the city. But once you enter, a great door closes behind you. It is sealed, and you cannot get out!
Comment: Like Tim's other Eamons, this one has a strong theme that evokes interesting images in your mind's eye. The gimmick here is a series of "crystal barriers" and mirrors that can mess up your map if you're not careful. There is a gizmo that can break the barriers, but until you find it, many paths will be closed in front or behind you. Once you begin passing the barriers, it can get confusing in this 90-plus-room dungeon.
All in all, there wasn't a lot of content beyond the barriers. All of the monsters except one were one-hit pushovers for my magic sword. That one was so strong that I elected to FLEE until I lost him. There are quite a number of spelling errors; if that tends to bother you a lot, you might want to pass this one by.
But for tricky mapping and the tough guy, this was a walk-through, and gets (3) for difficulty. However, even though it's easy, the map may make this a poor choice for young Eamonauts.
#63 Valkenburg Castle
by Jeff Weener
Reviewed by Tom Zuchowski
MAIN PGM Version: 4
Extra Commands: EXCALIBUR
, READ
, OPEN
, SMOKE
Deleted Commands: None
Special Features: None
Playing Time: 1 hour
Reviewer Rating: 3.0 Average Rating: 2.5/2
Description: "One day, you meet a tall man. He says that he is Lord Hobart, rightful owner of the castle Valkenburg before the evil sorceror Draxnehr conquered it. The castle holds many monsters that have occupied the castle from the start to the last years. I am too old to fight to get it back. I will pay you to defeat the evil lich that lurks in Valkenburg castle, and rid the castle of its monsters"
Comment: This Eamon has a number of problems: First, the room descriptions use very confusing wording, making it very difficult to figure out where the named exits are. All of the descriptions begin with the article "A", which spoils the narrative. There are a staggering number of spelling errors. And there are about a half-dozen death traps, though you'll probably only be killed once before you learn to recognize them. I give it a (6) for difficulty.
#200 The Lost Isle
by Robert Davis(2)
Reviewed by Andy Brobston
MAIN PGM Version: 6
Extra Commands: None
Deleted Commands: None
Special Features: None
Playing Time: 30-60 min.
Reviewer Rating: 4.0 Average Rating: 4.0/2
Description: You overhear a conversation between a wizard and a mage about a lost island full of riches. You decide to go claim the treasure before they do.
Comment: The entire purpose of this Eamon is to be a Kill 'n Loot adventure, as the introduction might suggest. There is only one (rather simple) puzzle that comes to mind in this adventure.
You get two fairly strong companions from the start of the adventure, a dwarf and an elf. With them and a reasonably strong character, the battles which occur in nearly every room are not too challenging.
The main trick in this game is getting out of the island once you have entered. You need to map carefully — the room connections in this game are off the wall. Because of the mapping and the one puzzle, I give this Eamon a (6) for difficulty.
#237 Fiends of Eamon
by Frank Kunze
Reviewed by Tom Zuchowski
MAIN PGM Version: 7.1 (highly modified)
Extra Commands: FILL
, ASK
, RESUME
Deleted Commands: UP
, DOWN
Special Features: Optional 40/80 column display; optional upper/lower case text; ProDOS only
Playing Time: 1-2 hours
Reviewer Rating: 8.0
Description: "The end of Eamon is near, and it's all your fault! Years ago, you barged into the Clone Master's lab, slew him and his guards, and destroyed his equipment, ending his reign. Or so you thought...
"It seems that the Clone Master created a clone of himself and sent it out to meet you while he went into hiding. Now he is back, and he seeks revenge. Soon his Clonatorium will be perfected, and he will unleash his wrath upon us all!"
Comment: This Eamon uses Frank's very heavily-modified Eamon 7.1 system. Frank calls it his version 8 Eamon with considerable justification; no one but Sam Ruby so completely guts the MAIN PGM and rewrites it to his own specification.
It's extremely well-crafted. While there is little that you can point to that says, "this is special", it is all special in little ways that add much to the gaming experience.
Frank had fun using bad guys from other Eamons, and you'll enjoy seeing the familiar faces. He also adds individual touches to many of them that keeps your interest up. It's very funny!
This is primarily a Hack'n'Slasher's Eamon, with tons of combat, but there are so many variations and clever touches during combat that even a combat-hater like myself had a good time.
There are a few secret passages to be discovered, and you must figure out how to enable the teleport machines, but these puzzles aren't bad. I give it an overall (6) for difficulty.
At the time of this writing this Eamon is ProDOS only. I looked into the possibility of doing a DOS 3.3 conversion, but Frank's mods are so complex that it would be very difficult to do. However, this ProDOS version works perfectly on my II+ in both 40-col. and 80-col. modes.
Eamon Adventure Listing
Ratings are given on a scale of 1 to 10 with 10 highest. Format is R/N, where R = the adventure's overall rating; N = the number of people who have rated it.
Note key: a: version 4 or older h: contemporary setting b: version 5 i: 40/80 column capability c: version 6 j: 80-column only d: version 7 k: 40 & 80 col. versions e: ProDOS only l: 2-disk adventure f: contains a quest m: 3-disk adventure g: science-fiction n: 4-disk adventure 1. Main Hall & Beginners Cave D. Brown 4.3/6 a 2. The Lair of the Minotaur D. Brown 4.5/6 a 3. The Cave of the Mind Jacobson/Varnum 3.2/7 a 4. The Zyphur Riverventure J. Jacobson 5.7/7 a,f 5. Castle of Doom D. Brown 4.6/6 a 6. The Death Star D. Brown 4.0/8 a,f,g 7. The Devil's Tomb J. Jacobson 5.0/7 a 8. The Abductor's Quarters J. Jacobson 4.7/3 a,f 9. Assault on the Clonemaster D. Brown 3.7/3 a,f 10. The Magic Kingdom D. Cook 4.0/4 a 11. The Tomb of Molinar D. Brown 3.0/5 a,f 12. The Quest for Trezore J. Jacobson 6.2/4 a,f 13. Caves of Treasure Island Genz & Braun 4.5/6 a,f 14. Furioso W. Davis 5.3/3 a 15. Heroes Castle J. Nelson 4.3/3 a,f 16. The Caves of Mondamen J. Nelson 7.4/5 a,f 17. Merlin's Castle R. Hersom 4.5/3 a 18. Hogarth Castle K. Nestle 4.5/2 a,f 19. Death Trap J. Nelson 7.5/4 b 20. The Black Death J. Nelson 6.5/2 a,f,h 21. The Quest for Marron J. Nelson 7.0/3 b,f 22. The Senator's Chambers J. Plamondon 4.9/6 b,f 23. The Temple of Ngurct J&R Plamondon 7.2/4 b,f 24. Black Mountain J. Nelson 7.0/4 b,f,h 25. Nuclear Nightmare J. Nelson 6.0/3 b,f,h 26. Assault on the Mole Man J. Nelson 6.0/3 b 27. Revenge of the Mole Man J. Nelson 6.0/4 b 28. The Tower of London F.& S. Smith 5.5/3 a,h 29. The Lost Island of Apple D. Brown 2.0/1 a 30. The Underground City S. Adelson 2.0/1 a,g,h 31. The Gauntlet J. Nelson 5.0/1 b 32. House of Ill Repute Anonymous 1.7/3 a,h 33. The Orb of Polaris J. Nelson 6.7/3 b,f 34. Death's Gateway R. Linden 6.5/2 a,h 35. The Lair of Mutants E. Hodson 6.9/4 a,f,g 36. The Citadel of Blood E. Hodson 6.0/4 a,h 37. Quest for the Holy Grail E. Hodson 7.0/2 a,f 38. City in the Clouds E. Hodson 7.2/3 a,f,g 39. Museum of Unnatural History R.Volberding 5.5/4 b,f 40. Daemon's Playground R.Volberding 4.7/3 b 41. Caverns of Lanst R.Volberding 5.7/3 b 42. Alternate Beginners Cave R.Volberding 5.0/6 b 43. Priests of Xim! M & E Bauman 5.7/3 b 44. Escape from the Orc Lair J. Hinkleman 3.8/4 b 45. SwordQuest R. Pender 7.8/4 b,f 46. Lifequest D. Crawford 3.0/2 b,f 47. FutureQuest R. Pender 7.8/6 b,f,g 48. Picnic in Paradise J. Nelson 6.0/5 c 49. The Castle Kophinos D. Doumakes 7.0/2 b,f 50. Behind the Sealed Door T. Berge 4.7/3 b 51. The Caves of Eamon Bluff T. Berge 6.8/3 b 52. The Devil's Dungeon J. Merrill 6.0/3 a,h 53. Feast of Carroll D&J Lilienkamp 5.0/2 a 54. Crystal Mountain K. Hoffman 5.0/1 b 55. The Master's Dungeon J. Allen 6.5/4 a 56. The Lost Adventure J. Allen 6.0/1 a,h 57. The Manxome Foe R. Olszewski 5.5/2 b 58. The Land of Death T. Berge 6.0/1 b 59. Jungles of Vietnam J. Allen 2.1/4 a,h 60. The Sewers of Chicago J. Allen 3.2/4 a,h 61. The Harpy Cloud A. Forter 4.0/2 b 62. The Caverns of Doom M. Mullin 3.0/1 b,h 63. Valkenburg Castle J. Weener 2.5/2 a,f 64. Modern Problems Anderson/Barban/Thompson 6.2/2 a,f,h 65. The School of Death K. Townsend 5.5/2 b,f,h 66. Dungeons of Xenon S. Bhayani 5.0/1 a,f 67. Chaosium Caves S. Bhayani 3.0/1 a,f 68. The Smith's Stronghold A. Porter 6.0/1 b,f 69. The Black Castle of NaGog D. Burrows 7.5/2 b,f 70. The Tomb of Y'Golonac R. Romanchuk 6.0/2 a,f 71. Operation Crab Key J. Vercellone 1.0/1 a,h 72. House on Eamon Ridge T. Berge 4.5/2 b 73. The Deep Canyon K. Blincoe 7.0/3 a 74. DharmaQuest R. Pender 7.9/6 b,f 75. Temple of the Guild D. Doumakes 7.0/1 b 76. The Search for Yourself D. Doumakes 7.5/2 b,f 77. Temple of the Trolls J. Nelson 7.3/3 c,f 78. The Prince's Tavern R. Davis1 9.0/3 a,f 79. The Castle of Count Fuey D. Brown 5.7/5 a,f 80. The Search for the Key(80a) D. Brown 4.0/4 a,f 81. The Rescue Mission (80b) D. Brown 6.7/3 a 82. Escape from Mansi Island S. Starkey 5.0/1 b,f 83. The Twin Castles J. Tankard 6.0/3 c,f 84. Castle of Riveneta R. Karsten 5.0/1 b,h 85. The Time Portal E. Kuypers 5.0/1 b,g 86. Castle Mantru S. Constanzo 6.0/1 c,f 87. Caves of Hollow Mountain J. Nelson 6.3/3 c 88. The Shopping Mall A. Porter 1.0/3 b,h 89. Super Fortress of Lin Wang S. Bhayani 4.2/3 c,f 90. The Doomsday Clock J. Tankard 6.0/1 c,f,h 91. FutureQuest II R. Pender 8.0/5 b,f,g 92. The Fugitive D. Doumakes 7.0/1 c,f 93. Flying Circus R. Krebs 7.0/1 b 94. Blood Feud R. Krebs 5.0/1 b,f 95. The Maze of Quasequeton B. Kondalski 3.2/4 a,f 96. The Chamber of the Dragons B. Kondalski 2.0/2 a 97. The House of Secrets G. Gunn 6.0/1 a 98. Slave Pits of Kzorland R. Hersam 3.0/1 a 99. In the Clutches of Torrik J. Nelson 5.3/3 c,f 100. Sorceror's Spire J. Nelson 7.5/5 c 101. Ground Zero Sam 1.0/2 a,g 102. The Eamon Railroad Sam 2.2/5 a,h 103. Top Secret Sam 1.5/2 a 104. The Lost World Sam 1.0/1 a,g 105. The Strange Resort Sam 1.0/1 a,h 106. Camp Eamon R. Slemon 7.0/2 b,f,h 107. The Last Dragon R. Pender 7.7/3 c,f 108. The Mines of Moria S. Ruby 8.2/4 c,f 109. The Forest of Fear S. Ruby 6.3/3 c,f 110. Fire Island G. Gioia 5.0/1 c,f 111. A Vacation in Europe D. Smith 4.5/2 c,h 112. Hills of History D. Smith 6.0/2 c 113. The Life-Orb of Mevtrelek R. Volberding 6.0/3 c,f 114. Thror's Ring T. Zuchowski 9.0/6 c,f,i 115. The Ring of Doom S. Ruby 5.0/1 c,f 116. The Iron Prison S. Ruby 5.5/2 c,f 117. Dungeon of Doom D. Knezek 8.0/3 a,f,k 118. Pittfall S. Starkey 8.0/1 c,f 119. Grunewalde P. Hurst 6.5/2 b,f,l 120. Orb of My Life J. Nelson 9.0/1 c,f 121. Wrenhold's Secret Vigil R. Davis1 8.2/2 c,f 122. The Valley of Death S. Ruby 4.0/1 c 123. Wizard of the Spheres M. Elkin 5.0/1 c,f 124. Assault on Dolni Keep T. Zuchowski 9.2/6 c,f,i 125. The Mattimoe Palace J. Actor 3.0/1 b,f,h 126. The Pyramid of Anharos P. Hurst 7.3/3 c,f 127. The Hunt for the Ring S. Ruby 6.8/2 c,f 128. Quest of Erebor S. Ruby 6.0/1 c,f 129. Return to Moria S. Ruby 8.6/4 c,f,l 130. Haradwaith S. Ruby 7.0/2 c,f 131. Nucleus of the Ruby K. Somers 6.0/1 c,f,j 132. Rhadshur Warrior R. Pender 7.9/5 c,f,g,h 133. The Final Frontier R. Slemon 5.0/1 c,f,g 134. Pyramid of the Ancients J.& R. Pirone 4.0/1 c 135. The Tomb of Evron M. Greifenkamp 2.0/1 b 136. The Mountain Fortress M. Greifenkamp 3.0/1 b,f 137. The Ruins of Ivory Castle M. Greifenkamp 6.5/2 b 138. Starfire E. Phillips 4.8/4 c,f 139. Peg's Place M&A Anderson 7.5/2 c,f,h 140. Beginner's Forest M. Anderson 5.0/1 b 141. The Infested Fortress M&P Hamaoka 3.0/2 c 142. The Beermeister's Brewery J. Actor 6.0/3 b,f,h 143. The Alternate Zone J. Actor 6.0/2 b,f 144. Gartin Manor G. Gioia 5.0/1 c,f,h 145. Buccaneer! P. Hurst 8.3/3 c,f,l 146. The House of Horrors D. Cross 6.0/1 c,f,h 147. The Dark Brotherhood P. Hurst 8.7/3 c,f,l 148. Journey to Jotunheim T. Zuchowski 8.5/6 c,f,i 149. Elemental Apocalypse S. Ruby 7.8/4 c,f,n 150. Walled City of Darkness T. Zuchowski 8.8/3 c,f,i 151. Eamon S.A.R.-1 (Deneb Raid) D. Crawford 3.5/2 c,f,g 152. The Computer Club of Fear N. Segerlind 5.5/2 c,f,h 153. Lost! N. Segerlind 4.0/2 c 154. A Trip to Fort Scott W. Trent 7.0/2 b 155. Tomb of the Vampire Trent/Grayson 5.8/4 b,f 156. The Lake N. Segerlind 4.0/1 c 157. Pathetic Hideout of Mr. R. N. Segerlind 5.0/1 c,f,h 158. The Lair of Mr. Ed N. Segerlind 7.0/1 c,f,h 159. The Bridge of Catzad-Dum N. Segerlind 6.5/2 c,f,h 160. Monty Python & Holy Grail N. Segerlind 7.0/2 c,f 161. Operation Endgame S. Ruby 8.9/5 c,f,h,m 162. Eamon 7.0 Demo Adventure T. Zuchowski (N/A) d,i 163. The Sands of Mars T. Swartz 5.7/3 a,f,g 164. A Real Cliffhanger T. Swartz 6.0/1 a,h 165. Animal Farm S. Ruby 6.8/2 c,f,h,l 166. Storm Breaker S. Ruby 8.5/2 c,f,m 167. Expedition to the Darkwoods G. Gioia 3.5/2 c,f 168. The High School of Horrors M.Haney/A.Hunt 4.5/2 a,h 169. The Black Phoenix R. Pender 8.1/5 c,f,g 170. Ragnarok Revisited N. Segerlind 7.8/3 c,f,i 171. The Pyramid of Cheops R. Parker 5.0/1 b 172. The Mountain of the Master M. Dalton 5.2/2 a,f 173. The House that Jack Built R. Parker 2.0/2 b,h 174. Escape from Granite Hall R. Parker 3.5/2 b 175. Anatomy of the Body R. Parker 3.5/2 b,g 176. Dirtie Trix's Mad Maze R. Parker 3.0/1 b,h 177. Shippe of Fooles R. Parker 3.0/1 b 178. The Alien Intruder R. Parker 3.0/2 b,g 179. The Wizard's Tower R. Parker 4.4/2 b 180. Gamma 1 R. Parker 3.5/2 b,g 181. The Eamon Sewer System R. Parker 1.0/1 b 182. Farmer Brown's Woods R. Parker 1.0/1 b,h 183. The Boy and the Bard S. Ruby 7.8/3 c,f 184. Quest For Orion P. Gise 5.4/5 d,f,i 185. The Body Revisited R. Parker 5.0/3 d,f,i 186. Beginner's Cave II J. Nelson 2.0/2 c 187. Batman!! A. Geha 2.0/1 b 188. Encounter: The Bookworm R. Parker 6.5/4 d,f,i 189. The Ruins of Belfast D. Sparks 3.0/1 a,h 190. Shift Change at Grimmwax D&A Sparks 4.5/2 a,f,h 191. Enhanced Beginners Cave Brown/Nelson 5.0/1 c 192. Mean Streets T. Tetirick 4.0/1 c,h 193. The Creature of Rhyl R. Parker 7.0/1 d,f,i 194. Attack of the Kretons N. Segerlind 9.0/3 d,f,i 195. The Training Ground C. Hewgley 5.0/1 c 196. The Cat House Anonymous 1.0/1 b,h 197. Star Wars-Tempest One S. Averill 2.0/1 c,g 198. Revenge of the Bookworm R. Parker 6.5/1 d,f,i 199. Quest of the Crystal Wand R. Davis2 5.0/1 c,f 200. The Lost Isle R. Davis2 4.0/2 c 201. The Caverns of Vanavara C. Hewgley 5.0/1 c,f 202. The Plain of Srevi K. Ivers 4.5/1 c 203. Lotto's Masterpiece H. Haskell 5.3/3 d,f,i 204. Sanctuary S. Ruby 9.0/1 d,f,l 205. Utterly Outrageous P. Gise 6.5/1 d,f,h,i 206. Curse of the Hellsblade Nelson/Zuchowski 7.5/1 d,f,i 207. Eamon Renegade Club P. Schulz 5.0/1 d,f,h,i 208. Assault on Helstar P. Schulz 6.0/1 d,f,h 209. Apocalypse 2021 H. Purvis 5.0/1 d,f,g,i 210. Return of Ngurct H. Purvis 5.0/1 d,f,i 211. Lair of the Marauders H. Purvis 6.0/1 d,i 212. Haunted Keep H. Purvis 5.0/1 d,i 213. Demongate H. Purvis 7.0/1 d,i 214. Deathstalker's Castle P. Schulz 6.5/1 d,f 215. Treasure Island M. Anderson 6.0/1 d 216. The Pirate's Cave M. Anderson 5.0/1 d,f 217. Eye of Agamon H. Purvis 7.0/1 d,f 218. Return to Pendrama H. Purvis 6.5/1 d,f,i 219. The City of Sorcerors R. Osgood 5.0/1 a,f 220. Catacombs of Terror P. Schulz 5.0/1 d,i 221. Count Dracula's Castle R. Parker 2.0/1 b,f 222. The Halls of the Adept Berge/Cottingham 7.0/1 b,f 223. Time-Shift C. Sena 4.0/1 a 224. Prisoner of Darkness P. Schulz 7.0/1 d 225. Adventure in Interzone F. Kunze 8.0/1 d,i 226. Bookworm 3-D R. Parker 7.5/1 d 227. B I Z A R R O A. Porter 2.0/1 b 228. Shipwreck Island R. Ledbetter 4.0/1 c 229. Firestorm P. Schulz 7.0/1 d,f 230. Well of the Great Ones M. Ellis 5.0/1 c,f 231. Keep of Skull Gorge D. Kellogg 4.0/1 d,f 232. Jewel of Yara H. Purvis 6.0/1 d 233. The Domain of Zenoqq R. Claney 4.0/1 a,e,f,j 234. The Forbidden City R. Parker 5.0/1 d,f,j 235. Vaalpa's Plight H. Haskell 5.0/1 d,f 236. Search for Mack C. Roth 5.0/1 d,f 237. Fiends of Eamon F. Kunze 8.0/1 d,e,f,i SD#137 Redemption S. Ruby 9.5/1 d,e,f,j SD#152 Banana Republic S. Ruby 9.0/1 d,e,f,j SD#156 The Curse of Talon S. Ruby 9.0/1 d,e,f,j Dungeon Designer Diskette Version 7.1 DDD 7.1 Multi-Disk Supplement Dungeon Designer Diskette Version 6.2 Eamon Utilities Diskette Graphics Main Hall EAG Tutorial #1 (1988-1991) EAG Tutorial #2 (1992-1993) EAG tutorial #3 (1994-1995)
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